JoJo's Bizarre Adventure: Heritage for the Future/Kakyoin/Movelist: Difference between revisions

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*The legendary sweep, reborn. From 3/4ths of the screen to truly fullscreen, this move creates whiff punish opportunites from anywhere, and completely shuts down some characters gameplans, such as Mariah or Young Joseph trying to set up projectiles. Simply by this move existing as an option, forces your opponent to be on their toes and ready to block low. It forces Vanilla Ice to be wary when building meter from a distance, since a well timed sweep can interrupt it, especially with the disjoint. It's not even any more unsafe on block frame data wise, but the forward momentum can place you closer and make certain punishes easier. Which is why it makes an incredible tool for deterring someone from chasing you on the ground, if you dash back with it.
*The legendary sweep, reborn. From 3/4ths of the screen to truly fullscreen, this move creates whiff punish opportunites from anywhere, and completely shuts down some characters gameplans, such as Mariah or Young Joseph trying to set up projectiles. Simply by this move existing as an option, forces your opponent to be on their toes and ready to block low. It forces Vanilla Ice to be wary when building meter from a distance, since a well timed sweep can interrupt it, especially with the disjoint. It's not even any more unsafe on block frame data wise, but the forward momentum can place you closer and make certain punishes easier. Which is why it makes an incredible tool for deterring someone from chasing you on the ground, if you dash back with it.
*Meter gain: 3 whiff +4 hit
*Meter gain: 3 whiff +4 hit
  }}
}}
==Specials==
===Stand Off===
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=
|name=236X (Emerald Splash)
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=+26 +43* <br> +17 +34**
  |block/pushblock=+25 +42/variable <br> +16 +33/variable**
  |damage=2x4 (8)
  |cancel=None
  |properties=IPS=No Scaling=No Mid
  |description=
*
* *Frame data is variable, based on distance. Minimum and maximum distance calculated.
* **Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
*Meter gain: 0.
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption= NET MY BELOVED
|name=214X (Hierophant's Field)
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=+83 (+74*)
  |block/pushblock=+35/+29
  |damage=2x4 (8)
  |cancel=None
  |properties=IPS=Yes Scaling=Yes Mid
  |description=
*
* *Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
*Meter gain: 0 whiff/ 4 hit
  }}
}}
{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=
|name=463214X (Tie Wrap Snake)
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=Untechable Launch
  |block/pushblock=+25 +42* (+23 +39**)/+11 +42* (+2 +33)
  |damage=2x4 (8)
  |cancel=None
  |properties=IPS=No Scaling=No Mid
  |description=
*
*Frame data is variable, based on distance. Minimum and maximum distance calculated.
* **Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
*Meter gain:
  }}
}}{{MoveData
|image=Kakyoin_move_placeholder.png
|caption=
|name=236X
|data=
  {{AttackData-HFTF
  |startup=WIP
  |active=WIP
  |recovery=WIP
  |hit=+26 +43*
  |block/pushblock=+25 +42/variable
  |damage=2x4 (8)
  |cancel=None
  |properties=IPS=No Scaling=No Mid
  |description=
*
*Frame data is variable, based on distance. Minimum and maximum distance calculated.
*Meter gain:
   }}
   }}
}}
}}
{{NavboxHFTF}}
{{NavboxHFTF}}
[[Category:JoJo's Bizarre Adventure]]
[[Category:JoJo's Bizarre Adventure]]

Revision as of 19:26, 5 April 2021

Movelist

There are two important things to note for Kakyoin's Normals.
Damage is variable, depending on Player health, Opponent health, who the Opponent is playing, and whether they are in Stand Off or Stand On. All damage numbers are based on a full health Kakyoin vs a full Health Shadow DIO, who has about an "Average" defense value. Numbers in parentheses are block/chip damage.
Kakyoin's frame data is slightly deceptive, due to almost every single move being able to cancel into specials, particularly his Nets. His Nets being so quick and non-committal, alongside the fact that having a net on the screen can add hit/blockstun to cover other things you are doing, means that moves being minus on hit or block, doesn't matter as much as you might think.

Normals

Stand Off

5A
Kakyoin move placeholder.png
The calm before the storm
Startup Active Recovery Damage Guard
3 2 1 3 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+8 {{{block}}} - SP,SU,TA IPS=Yes Scales=Yes Mid
Air-UB
  • Straight jab punch. Can combo into several other normals. Kakyoin's fastest Stand Off normal. Combo Filler.
  • Meter gain: 0 whiff +4 hit
5B (Close)
Kakyoin move placeholder.png
Would have actually been a decent anti-air
Startup Active Recovery Damage Guard
6 3 3 4 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+9 {{{block}}} - SP,SU,TA IPS=Yes Scales=Yes Mid
Air-UB
  • Proximity normal. Kakyoin performs a straight high kick. While it does come out faster than the far version, its hitbox covers a very weird area, which makes this move ineffective against most crouching or short characters. This move can combo into most dashing normals and 5B (Far).
  • Meter gain: 3 whiff +4 hit
5B (Far)
Kakyoin move placeholder.png
How milquetoast.
Startup Active Recovery Damage Guard
8,5 3 2 5 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 {{{block}}} - SP,SU,TA IPS=Yes Scales=Yes Mid
Air-UB
  • Kakyoin performs a straight mid-level kick. Very bland move with not much use.
  • Move has less startup if you're already in the 5B pose
  • Meter gain: 3 whiff +4 hit
5C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
I HAVE NO IDEA WHAT'S HAPPENING SO I GUESS I'LL PRESS THIS
Startup Active Recovery Damage Guard
4 1 (6) 2 20 8,4 (2,1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - SP, SU, TA, ROLL IPS=Yes Scales=Yes Mid
Air-UB
  • Hierophant appears on top of Kakyoin to use his Drill, hitting the opponent twice. Strong normal with good priority, and a massive disjoint. Powerful panic button in almost any scenario.
  • Meter gain: 3 whiff +4 hit (First hit only)
2A
Kakyoin move placeholder.png
Don't You (Forget About Me)
Startup Active Recovery Damage Guard
5 2 6,1 3 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4,+9 {{{block}}} - SP,SU,TA IPS=Yes Scales=Yes Low
Air-UB
  • Kakyoin does a quick low kick. Can combo into most normals. Can be easily forgettable due to Kakyoin have options like nets to start combos and moves like 2B and 5C to counterpoke with, but is a good combo starter nonetheless. Hits low.
  • Recovery shortened by letting go of down, however you it can link into another 2A even if you hold down. Game's weird.
  • Meter gain: 0 whiff +4 hit
2B
Kakyoin move placeholder.png
I HAVE NO IDEA WHAT'S HAPPENING BUT I WANT TO HIT LOW SO I GUESS I'LL PRESS THIS
Startup Active Recovery Damage Guard
4 1 16 6 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-2 {{{block}}} - SP,SU,TA IPS=No Scales=No Low
Air-UB
  • Hierophant Green turns its arm into a drill and attacks the opponent's legs. Comes out very fast and has decent range. Good poke and counterpoke. Hits low.
  • Meter gain: 3 whiff +4 hit
2C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
Friendly reminder that even the best opponents will have habits that you can exploit, like leaving their homes unlocked or sleeping with the lights off.
Startup Active Recovery Damage Guard
10 1 (8) 1 10 7,5 (2,1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-8/HKD {{{block}}} - SP,SU,TA IPS=No Scales=No Low,Mid
Air-UB
  • Hierophant Green attacks the opponent twice with its arms. Good move to end combos with as it gives very good oki. Don't overuse this. Only the first hit is low. Second hit can whiff at max range.
  • Meter gain: 3 whiff +4 hit (First hit only)
3B
Kakyoin move placeholder.png
The move equivalent of slamming your pinky toe on the coffee table
Startup Active Recovery Damage Guard
5 1 13 5 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-4 {{{block}}} - SP,SU,TA IPS=Yes Scales=No Low
Air-UB
  • Kakyoin performs his 2A low kick while moving towards the opponent. Absolutely useless.
  • Meter gain: 3 whiff +4 hit
j.A
Kakyoin move placeholder.png
When the imposter has better active frames!😳
Startup Active Recovery Damage Guard
5 9 Until Landing 7 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 {{{block}}} - SP IPS=No Scales=No High
  • Quick jab pointing downwards. Comes out fast and deals high damage. Useful during combo extensions into Nets.
  • Meter gain: 3 whiff +4 hit
j.B
Kakyoin move placeholder.png
Dude's built like a twig
Startup Active Recovery Damage Guard
6 14 Until Landing 4 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+10 {{{block}}} - SP IPS=Yes Scales=No High
  • A far-reaching kick. Slower than j.A and does less damage, but covers more range and has more active frames. Best hitbox for jump-ins.
  • Meter gain: 3 whiff +4 hit
j.C
Kakyoin move placeholder.png
Welcome... To the True Kusoge World.
Startup Active Recovery Damage Guard
4 1 (3) 3 Until Landing 10,10 (3,3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
10,10 {{{block}}} - SP IPS=No Scales=No High
  • Hierophant turns its arm into a drill and hits the opponent twice. Has an insane disjoint and will beat almost every other air move. But, the hitbox is kind of high and will whiff shorter characters. Does high damage.
  • Meter gain: 3 whiff +4 hit (First hit only)

Dashing

665A
Kakyoin move placeholder.png
JAB FACTORY
Startup Active Recovery Damage Guard
3 2 8 3 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+2 {{{block}}} - WIP IPS=Yes Scales=Yes Mid
Air-UB
  • 5A, but dashing. You will maybe use this for a cheeky air-ub hit when they have 1HP left, otherwise it has no use.
  • Meter gain: 0 whiff +4 hit
665B/665C
Kakyoin move placeholder.png
Time to abuse those ice physics
Startup Active Recovery Damage Guard
5 3 15 4,8 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-3 {{{block}}} - WIP IPS=Yes Scales=No Mid
Air-UB
  • Kakyoin performs his kick attack while dashing. Used to confirm into his Tandem attack in Stand Off. The Roll Cancel is only on whiff, but can allow you to dodge some supers on reaction (S.on Knives). Not safe on block, but can create some ghetto pressure by repeatedly dashing and cancelling into net, or even remote mode for a cheeky mixup.
  • B and C are both the same move in every single way except for damage, which C does more.
  • Meter gain: 3 whiff +4 hit
662A
Kakyoin move placeholder.png
In case you weren't already scared of blocking high while 30 feet away
Startup Active Recovery Damage Guard
7 2 6 3 (0) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - WIP IPS=Yes Scales=Yes Low
Air-UB
  • This is your main combo starter in stand off (aside from...you know.). The extra range from dashing momentum more than makes up for the slightly slower startup.
  • Meter gain: 0 whiff +4 hit
662B
Kakyoin move placeholder.png
FNAF Jumpscare
Startup Active Recovery Damage Guard
6 1 13 10 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+1 {{{block}}} - WIP IPS=No Scales=No Low
Air-UB
  • Oddly more plus and damaging than the regular version, but they're both cancellable so who cares. Has more range than 662A, so can be slightly better for poking, but honestly this move is very underwhelming.
  • Meter gain: 3 whiff +4 hit
662C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
And he goes forward and he runs and he starts shooting, and he gets backstabbed by a spy that's been sitting with the cloak and dagger in the corner for at least the last 68 seconds.
Startup Active Recovery Damage Guard
13 1 (8) 1 14 7,5 (2,1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD {{{block}}} - WIP IPS=No Scales=No Low,Mid
Air-UB
  • Good range due to dashing momentum, safe on block, and leads to HKD on hit. Overally pretty decent. Important to note though that due to pushback, cancelling the second hit on block into net will mean the net will be out of range of the opponent, so be careful.
  • Meter gain: 3 whiff +4 hit (First hit only)

Stand On

S.5A
Kakyoin move placeholder.png
My fist is the divine breath.

Blossom O fallen seed and draw upon thy hidden powers.

Grant unto thee the power of the glorious "mother of destruction".
Startup Active Recovery Damage Guard
3 5 1 4 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+7 {{{block}}} - SP,SU,TA IPS=Yes Scales=Yes Mid
Air-UB
  • Absolute bonkers normal, while it isn't huge like some of the other insane normals in this game, it's absolutely ridiculously safe, fast, and a pure disjoint. Your best anti-air for when opponents are right on top of you, or just anti-airing in general. Good for tech chasing, used in combos, gives Kak the 3rd fastest meterbuild in the game and easily the safest. There are many times where you could just sneak one in such as Mariah trying to wear your patience with 236X>623X>repeat. Only real downside is it whiffs on crouching characters and short characters.
  • Meter gain: 3 whiff +4 hit
S.5B
Kakyoin move placeholder.png
Kakyoin move placeholder.png
Congratulations, you've learned 50% of this character.
Startup Active Recovery Damage Guard
4 1 (2) 4 19 10,10 (3,3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-10,-7 {{{block}}} - SP,SU,TA IPS=No Scales=Yes Mid
Air-UB
  • Contender for the best normal in the entire game. Fast initial hit, but that second hitbox is where things get nutty. Ludicrous disjoint, this move alone gives Kakyoin better Anti-Air potential than almost anyone who isn't S tier. 6f with that range still isn't anything to scoff at either, making this an extremely powerful button to just throw out in close range scrambles. This move, S.2C, S.6B, and Net together will invalidate a chunk of the cast.
  • Meter gain: 3 whiff +4 hit
S.5C
Kakyoin move placeholder.png
Kakyoin move placeholder.png
Kakyoin move placeholder.png
What do you mean I have to actually think about when to use a move?
Startup Active Recovery Damage Guard
3 1 (4) 3 (8) 4 12 5,7,12 (1,2,3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+3 {{{block}}} - SP,SU,TA* IPS=No Scales=Yes Mid
Air-UB
  • Tied for S.5A as your fastest S.on normal, this isn't really a button you press in scramble situations. The strict cancel window and lengthy recovery means you'll generally only use this during combos as a tandem link, or in the corner loop. If you've conditioned your opponent to stick to the ground, it can be good to keep certain characters out, but is not as reliable as Kakyoin's many many other strong normals.
  • Third hit does 10 if the first 2 hit
  • Only first hit can be canceled
  • Meter gain: 3 whiff +4 hit (First hit only)
S.6A
Kakyoin move placeholder.png
Up your ass and to the left
Startup Active Recovery Damage Guard
7 6 16 5 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-9 {{{block}}} - SP,SU,TA IPS=Yes Scales=Yes Mid
Air-UB
  • Very outclassed move. Slower than S.5B and a worse overall hitbox for anti-airing and a large horizontal hurtbox makes it really bad at anything else. You'll only use this move when you get crossed up while doing S.4A, in which case it will usually hit the opponent anyways, but overall underwhelming. It does have use in tandems to hit shorter opponents.
  • Meter gain: 3 whiff +4 hit
S.6B
Kakyoin move placeholder.png
Sit your ass down.
Startup Active Recovery Damage Guard
9 3 18 11 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - S.5C IPS=No Scales=Yes Mid
Air-UB
  • While slower than some of your other options, S.6B has a load of range and is one of your strongest pokes. It also can work well as a preventive anti-air, slapping them early out of their jump from a distance. The strange cancel option of S.5C makes this move a little more awkward than your other pokes however, since the hitstop can make cancelling into S.5C and quickly cancelling that first hit harder to do when you hit S.6B.
  • Meter gain: 3 whiff +4 hit
S.4C
Kakyoin move placeholder.png
Fatass
Startup Active Recovery Damage Guard
13 8 15 12 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD/Wallbounce {{{block}}} - SP,SU,TA IPS=No Scales=Yes Mid
Air-UB
  • While it's not the fastest move, it is disjointed horizontally to such a degree that it's funny. Good to use as a counterpoke or a preventive option to cover certain moves/angles your myriad of other Anti Airs struggle to cover.
  • Meter gain: 3 whiff +4 hit
S.2A
Kakyoin move placeholder.png
ᴹᴵᴺᴵ...ᴰᴿᴵᴸᴸ...ᴮᴿᴱᴬᴷᴱᴿᵎ
Startup Active Recovery Damage Guard
4 3 10 4 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - SP,SU,TA,Chain IPS=Yes Scales=Yes Low
Air-UB
  • Quick low. Good for up close mixups and keeping your pressure going after IADs.
  • Meter gain: 3 whiff +4 hit
S.2B
Kakyoin move placeholder.png
Now that we've found this precious place

How do we keep from going crazy now?
My life was leading to this day

Watching the whole thing slip away
Startup Active Recovery Damage Guard
9 2 21 8 (2) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 {{{block}}} - SP,SU,TA,Chain IPS=No Scales=Yes Low
Air-UB
  • With decent startup and great range, this is a powerful low to allow you to play your mixups and pressure the opponent from a distance.
  • Meter gain: 3 whiff +4 hit
S.2C
Kakyoin move placeholder.png
It's comical really, how little I'm trying right now.
Startup Active Recovery Damage Guard
14 10 16 12 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD {{{block}}} - SP,SU,TA* IPS=No Scales=No Low
Air-UB
  • The legendary sweep. Hits from 3/4ths of the screen away, comes out way fast than you'd expect something this huge to, and can be really difficult to punish due to the sheer size and disjoint. The advantage on knockdown is nothing to scoff at either. Easily one of Kakyoin's best moves, however it is one of his most committal as well, it can leave you open to well-timed jumps if they read you, as well as other moves like Ice's Ball. So y'know, have a LITTLE bit of thinking while you use it.
  • Only cancellable before the first active frame.
  • Meter gain: 3 whiff +4 hit
S.8A
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
4 3 Until Landing 5 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
16 {{{block}}} - SP,SU IPS=No Scales=Yes High
  • Good range and good speed, and even a disjoint before recovery frames. But the damage leaves much to be desired compared to its rival in S.8C, and is worse at being an IOH due to the higher hitbox.
  • Meter gain: 3 whiff +4 hit
S.9A
Kakyoin move placeholder.png
You're a disgrace to my A button.
Startup Active Recovery Damage Guard
7 3 Until Landing 4 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 {{{block}}} - SP,SU IPS=No Scales=Yes High
  • The 1 niche this move has is being Kakyoin's highest hitting normal during airdashes, but otherwise...you're not gonna use this
  • Meter gain: 3 whiff +4 hit
S.J.B
Kakyoin move placeholder.png
The sensation of hopelessness and helplessness you will feel while mid-air of an ego shattering super will be a sobering moment for the both of us
Startup Active Recovery Damage Guard
7 3 Until Landing 10 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 {{{block}}} - SP,SU IPS=No Scales=Yes High
  • Can work as a replacement for S.9C for IADs, but only do his if you really want to keep C net held. Better air-to-air during airdashes than S.9C Best normal for Air Net juggles.
  • Meter gain: 3 whiff +4 hit
S.8C
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
7 3 Until Landing 13 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+16 {{{block}}} - SP,SU IPS=No Scales=Yes High
  • Neutral jump is a strong option for Kakyoin, and S.8C and its brother S.8A is a definite factor for it. Hard to contest fast air normals to swat at anyone while keeping your powerful aerial state. Similarly it can be used as an IOH alternative instead of S.J.3x on taller enemies to stay airborne.
  • Meter gain: 3 whiff +4 hit
S.9C
Kakyoin move placeholder.png
Get over here coward, you're not an intellectual! You're a fake and a fraud!
Startup Active Recovery Damage Guard
7 3 Until Landing 13 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 {{{block}}} - SP,SU IPS=No Scales=Yes High
  • Your best move for IAD, and generally your best for jump ins as well. Hits lower than S.J.B but less disjointed. Will usually give better advantage.
  • Meter gain: 3 whiff +4 hit
S.J.3X
Kakyoin move placeholder.png
Ah gottem ggs
Startup Active Recovery Damage Guard
5 Variable Until Landing 4 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+11 {{{block}}} - SP,SU IPS=No Scales=Yes High
  • Kakyoin's Instant Overhead. Used to mix your opponent endlessly combined with his strong lows, nets, and IAD to cover any distance created. Easily combos into low chain. Button strength determines angle that Kakyoin travels at.
  • If done frame perfectly, the hitbox won't come out at all
  • Meter gain: 3 whiff +4 hit

Dashing

S.665A
Startup Active Recovery Damage Guard
3 5 4 4 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+4 {{{block}}} - SP,SU,TA IPS=Yes Scaling=Yes Mid
Air-UB
  • The same bonkers normal, but on the move. Can allow you to "chain" dashes to try and make up distance for oki if you aren't confident in your IADs (can also lead into a sneaky grab for oki). Doesn't chain into itself as quickly or easily, but can still allow you to press buttons while running away for squeezing a bit more meter out of everything you do. Good for tech chasing, combos, and pressure against tall opponents as well.
  • Dashing S.6A does not exist, this comes out regardless of what standing direction you input
  • Meter gain: 3 whiff +4 hit
S.66B
Kakyoin move placeholder.png
I said SIT YOUR ASS DOWN
Startup Active Recovery Damage Guard
9 3 18 11 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-5 {{{block}}} - None IPS=No Scaling=Yes Mid
Air-UB
  • Dashing momentum allows you to hit people early out of jumps from even farther away, however it is completely uncancelable and unsafe even on hit, so you'll want to use it sparingly. The disjoint can help you from eating full combo punishes, but you'll definitely be giving up your turn when using this.
  • Dashing S.5B does not exist, this comes out regardless of what standing direction you input
  • Meter gain: 3 whiff +4 hit
S.664C
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
13 8 15 12 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD/Wallbounce {{{block}}} - SP,SU,TA IPS=No Scaling=Yes Mid
Air-UB
  • Can be used as a moving cancelable disjoint, a last ditch meaty to dissuade jumping due to active frames, but is a pretty niche move. Used in Wallbounce loops in the corner.
  • Dashing S.5C does not exist, this comes regardless of what standing direction you input
  • Meter gain: 3 whiff +4 hit
S.662A
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
4 3 10 4 (1) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+0 {{{block}}} - SP,SU,TA IPS=Yes Scaling=Yes Low
Air-UB
  • Useful as a tick for Raging Demon, but otherwise pretty mediocre.
  • Meter gain: 3 whiff +4 hit
S.662B
Kakyoin move placeholder.png
Stop worrying about pleasing others
Do more of what makes you happy
Startup Active Recovery Damage Guard
9 2 21 8 (2) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
-7 {{{block}}} - SP,SU,TA IPS=Yes Scaling=Yes Low
Air-UB
  • Due to retaining its cancel properties, this is an excellent poke and approach tool.
  • Meter gain: 3 whiff +4 hit
S.662C
Kakyoin move placeholder.png
There is not a single fucking pixel of this screen where you are safe
Startup Active Recovery Damage Guard
14 10 16 12 (3) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
HKD {{{block}}} - None IPS=Yes Scaling=No Low
Air-UB
  • The legendary sweep, reborn. From 3/4ths of the screen to truly fullscreen, this move creates whiff punish opportunites from anywhere, and completely shuts down some characters gameplans, such as Mariah or Young Joseph trying to set up projectiles. Simply by this move existing as an option, forces your opponent to be on their toes and ready to block low. It forces Vanilla Ice to be wary when building meter from a distance, since a well timed sweep can interrupt it, especially with the disjoint. It's not even any more unsafe on block frame data wise, but the forward momentum can place you closer and make certain punishes easier. Which is why it makes an incredible tool for deterring someone from chasing you on the ground, if you dash back with it.
  • Meter gain: 3 whiff +4 hit

Specials

Stand Off

236X (Emerald Splash)
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
WIP WIP WIP 2x4 (8) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+26 +43*
+17 +34**
{{{block}}} - None IPS=No Scaling=No Mid
  • *Frame data is variable, based on distance. Minimum and maximum distance calculated.
  • **Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
  • Meter gain: 0.
214X (Hierophant's Field)
Kakyoin move placeholder.png
NET MY BELOVED
Startup Active Recovery Damage Guard
WIP WIP WIP 2x4 (8) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+83 (+74*) {{{block}}} - None IPS=Yes Scaling=Yes Mid
  • *Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
  • Meter gain: 0 whiff/ 4 hit
463214X (Tie Wrap Snake)
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
WIP WIP WIP 2x4 (8) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
Untechable Launch {{{block}}} - None IPS=No Scaling=No Mid
  • Frame data is variable, based on distance. Minimum and maximum distance calculated.
  • **Kakyoin has several different poses when performing special moves, one of which is slower and has more recovery.
  • Meter gain:
236X
Kakyoin move placeholder.png
Startup Active Recovery Damage Guard
WIP WIP WIP 2x4 (8) -
Hit Adv. Block Adv. Pushblock Adv. Cancel Properties
+26 +43* {{{block}}} - None IPS=No Scaling=No Mid
  • Frame data is variable, based on distance. Minimum and maximum distance calculated.
  • Meter gain:

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